"use strict"; Object.defineProperty(exports, Symbol.toStringTag, { value: "Module" }); const HorizontalTiltShiftShader = { uniforms: { tDiffuse: { value: null }, h: { value: 1 / 512 }, r: { value: 0.35 } }, vertexShader: ( /* glsl */ ` varying vec2 vUv; void main() { vUv = uv; gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); } ` ), fragmentShader: ( /* glsl */ ` uniform sampler2D tDiffuse; uniform float h; uniform float r; varying vec2 vUv; void main() { vec4 sum = vec4( 0.0 ); float hh = h * abs( r - vUv.y ); sum += texture2D( tDiffuse, vec2( vUv.x - 4.0 * hh, vUv.y ) ) * 0.051; sum += texture2D( tDiffuse, vec2( vUv.x - 3.0 * hh, vUv.y ) ) * 0.0918; sum += texture2D( tDiffuse, vec2( vUv.x - 2.0 * hh, vUv.y ) ) * 0.12245; sum += texture2D( tDiffuse, vec2( vUv.x - 1.0 * hh, vUv.y ) ) * 0.1531; sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633; sum += texture2D( tDiffuse, vec2( vUv.x + 1.0 * hh, vUv.y ) ) * 0.1531; sum += texture2D( tDiffuse, vec2( vUv.x + 2.0 * hh, vUv.y ) ) * 0.12245; sum += texture2D( tDiffuse, vec2( vUv.x + 3.0 * hh, vUv.y ) ) * 0.0918; sum += texture2D( tDiffuse, vec2( vUv.x + 4.0 * hh, vUv.y ) ) * 0.051; gl_FragColor = sum; } ` ) }; exports.HorizontalTiltShiftShader = HorizontalTiltShiftShader; //# sourceMappingURL=HorizontalTiltShiftShader.cjs.map